Space Engineers

Space Engineers

57 ratings
Mexpex Warfare Industries - MK I,II,III and HDT mods
   
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Type: Mod
Mod category: Block, Modpack
File Size
Posted
Updated
149.708 MB
7 Dec, 2015 @ 5:24pm
8 Dec, 2015 @ 12:15pm
3 Change Notes ( view )

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Mexpex Warfare Industries - MK I,II,III and HDT mods

Description
Fix of the max travel distance of the rounds. Now they properly travel 6,8,10 and 2km then dissapear.

Now can be used together with the original mod.

Original mod by Medpex. I do not claim credit for the creation in any way.

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Update: Ammo properly works now. The mod was using the original ammo to feed the barrel instead the modified ammunition. Also, this turned into a modpack, containing all the MK I,II,III and HDT mods.
34 Comments
gonnes 5 Jun, 2022 @ 2:58pm 
update pleas
Atker 18 Nov, 2017 @ 4:29am 
Please update mod
White Prism  [author] 4 Aug, 2016 @ 6:53am 
Saying this, I doubt I will work in any other mexpex weapon or even modify any of this seeing how easy is to modify distance on weapons and how dissapointed I was when you have a well balanced ship, but a ship full of AA completly render yours useless. Really hope someone someday make shells for naval cannons.
White Prism  [author] 4 Aug, 2016 @ 6:53am 
@Kurikaktus Open with Notepad++ Ammo.sbc, there it will say the damage it does. In this case since the MK cannons use missile ammo instead shells itself due the way the mod is made, it would be along ExplosiveDamage.

@Civ5Fan Usually all the MK, HDT and the Anti-fightr/Missile can be feed from the bottom, some would look like they have nothing but right on the middle getting close it should prompt up the yellow interaction indicator if it helps for reference.

@nlandon1987 I do not know since I stop using this cannons due the ammo being missiles, and how easily is to counter them filling your ships with Anti-fighters/missile. As example, one of my ships had 10 MK III meanwhile my friend had over 20 or more AA, it ended on my ship practicaly landing no shoots meanwhile he was dishing hard against it. Is sad that there is no mod that uses shells instead missiles as custom ammo (as the star wars weapons)
DazDaazDaaaz 3 Aug, 2016 @ 8:19pm 
any idea how to check the damage values of each turret?
Civ5Fan 26 Jun, 2016 @ 12:08am 
How does ones give ammo to these guns?
nlandon1987 7 Jun, 2016 @ 6:47pm 
anybody having issues with this since last update?
NeoAcario 1 Feb, 2016 @ 5:33pm 
NeoAcario 1 Feb, 2016 @ 5:11pm 
Come to think of it... if you take the DX11 skin for the turret and sniper from The Witch... everything else should already be DX11
NeoAcario 1 Feb, 2016 @ 5:06pm 
@White Prism The railgun can be a bit fun.. but completely OP. If I were to make a genuine request? Honestly, my dream would be for someone to take the Keen(Tomas) example mods, update to DX11, make sure they're survival ready, balanced block/ammo/damage, and give the weapons around 1.5-2.5km range, and bundle them together.

My dream KSH Updated/Balanced Modpack
-Small ship sniper rifle
-Large ship cannon turret
-KEEN SWH Medical Room Mod (just the block)
-KEEN SWH Thruster Upgrade SmallShip (for large and small ships, both size
-KEEN SWH Gyroscope Power Upgrade Large Ship (large and small ship)
-KEEN SWH Drill Effectivity Upgrade Large Ship (large and small ship)

Why has no one bundled, updated, and balanced these? The Witch has done a couple of the DX11 updates.. but refuses to balance them or make sure they're survival ready.

I'm 100% convinced a modpack like this would explode in popularity. I know it would get my instant upvote and favorite.